Beruflich Dokumente
Kultur Dokumente
:E:6DO
2?5O
":?8D
CREATING A KINGDOM
'OLARIONS .EWEST +INGDOM
EDICTS
Edicts (promotions, taxes, and festivals) increase your
kingdoms Stability, Economy, and Loyalty scores.
Promotions can include recruitments, advertisements, and
even propaganda campaigns. Taxes are payments gathered
from a kingdoms citizens to help pay for Consumption.
Festivals, which can also include parades and other public
events, can increase the kingdoms happiness and loyalty.
SPECIAL RESOURCES
Some hexes do more than just add size to a kingdom
they also add resources and impact a kingdoms Stability,
Economy, Loyalty, and other elements.
Bridge: A bridge hex negates the cost increase of building
a road that crosses a river.
Building: If you establish a city in a hex at a building
location, you can incorporate the building into the city
as a free buildingthe encounter indicates what type of
')+
)
)+
+O
O
&O
&
LEADERSHIP ROLES
+INGDOM %DICTS
Promotion
Type
None
Token
Standard
Aggressive
Expansionist
Taxation Level
None
Light
Normal
Heavy
Overwhelming
Festivals per Year
None
1
6
12
24
Stability
Bonus
1
+1
+2
+3
+4
Economy Bonus
+0
+1
+2
+3
+4
Loyalty Bonus
1
+1
+2
+3
+4
Consumption
Increase
1 BP
2 BP
4 BP
8 BP
Loyalty Penalty
+1
1
2
4
8
Consumption
Increase
1 BP
2 BP
4 BP
8 BP
Ruler
The ruler is the primary leader of the kingdom. Unlike the other
leadership roles, a ruler uses one of three distinct titles, depending
on the current size of the kingdom. For a kingdom of size 120,
its ruler is known as a baron or baroness. For a kingdom of size
2180, its ruler is known as a duke or duchess. A kingdom of size
81 or higher is ruled by a king or queen.
Benet A baron or baroness chooses one of a nations statistics
(Economy, Loyalty, or Stability) and modies that score by
a value equal to the characters Charisma modier. A duke
or duchess chooses two of these values to modify. A king or
queen modies all three values.
Vacancy Penalty A kingdom without a ruler cannot claim new
hexes, create farmlands, build roads, or purchase city districts.
Increase Unrest by 4 during each Upkeep phase in which the
kingdom has no ruler.
Special Two characters can ll this role if they become married, in
which case the two rulers can jointly command the kingdom.
Both rulers apply their Charisma modiers to the kingdoms
Stability, Economy, and Loyalty checks as appropriate for their
rank, and as long as one of the two rulers is present for 1 week
per month, they avoid the vacancy penalty.
Councilor
The councilor ensures that the will of the citizenry is represented.
Benet Increase Loyalty by a value equal to the Councilors
Wisdom or Charisma modier.
Vacancy Penalty Decrease Loyalty by 2; the kingdom cannot
gain benets from festivals. Increase Unrest by 1 during each
Upkeep phase in which the kingdom has no Councilor.
General
The General commands the kingdoms armies and is a public hero.
Benet Increase Stability by a value equal to the Generals
Strength or Charisma modier.
Vacancy Penalty Decrease Stability by 4.
Grand Diplomat
The Grand Diplomat oversees international relations.
&7O
&
&7
77O
:E:6DO
:E:6D
:E:
:E
:E:
E:66DO
D 2?5
2?5O
2?5O
2?
?5
5"
":?8D
":?
":
:?8
?8
8D
D
Warden
The Warden leads the kingdoms defense and city guards.
Benet Increase Loyalty by a value equal to the Wardens Strength
or Constitution modier.
Vacancy Penalty Reduce Loyalty by 4 and Stability by 2.
High Priest
The high priest guides the kingdoms religious needs and growth.
Benet Increase Stability by a value equal to the High Priests
Wisdom or Charisma modier.
Vacancy Penalty Decrease Stability and Loyalty by 2. Increase
Unrest by 1 during each Upkeep phase in which the kingdom
has no High Priest.
Magister
The Magister guides a kingdoms higher learning and magic.
Benet Increase Economy by a value equal to the Magisters
Intelligence or Charisma modier.
Vacancy Penalty Decrease Economy by 4.
Marshal
The Marshal helps organize patrols and enforces justice in rural
and wilderness regions.
Benet Increase Economy by a value equal to the Marshals
Dexterity or Wisdom modier.
Vacancy Penalty Decrease Economy by 4.
Royal Assassin
The Royal Assassin can serve as a public executioner, a headsman,
or a shadowy assassin.
Benet Increase Loyalty by a value equal to the Royal Assassins
Strength or Dexterity modier. Fear inspired by the Royal
Assassin reduces Unrest by 1 during each Upkeep phase.
Vacancy Penalty A kingdom without a Royal Assassin suers no
vacancy penalty.
Spymaster
The Spymaster observes the kingdoms underworld and criminal
elements and spies on other kingdoms.
Benet Increase Loyalty, Economy, or Stability (Spymasters
choice) by a value equal to the Spymasters Dexterity or
Intelligence modier. The Spymaster can change which value
he modies during the kingdoms Improvement phase (but
only once per phase).
Vacancy Penalty Reduce Economy by 4 because of out-of-control
crime. Increase Unrest by 1 during each Upkeep phase in which
the kingdom has no Spymaster.
Treasurer
The Treasurer organizes tax collection, and manages the treasury.
Benet Increase Economy by a value equal to the Treasurers
Intelligence or Wisdom modier.
Vacancy Penalty Reduce Economy by 4; the kingdom cannot
collect taxes.
BUILDING CITIES
The greatest asset of any kingdom are its cities, for it is
here that the bulk of a kingdoms citizens live, its armies
train, its culture develops, and its future is forged. The
rules presented here are designed to support the rules for
kingdom building presented in the rst portion of this
article and to give players a visual representation of a city
(the city grid) they helped to build up from scratch.
')+O
O
&O
BASE VALUE
When using these rules to build a settlement, the citys
base value (see Pathnder RPG Core Rulebook, pages 460
461) starts at 200 gp. It increases as you construct certain
buildings, like shops and marketplaces.
BUILDING A CITY
Once youve prepared your city district, you can start to
build. The placement of buildings in your district is left
to you, but two-block and four-block structures cannot be
split up (although they can span streets). When you decide
to place a building, you can use the cut-out icon for the
appropriate type of structure and ax the building where
you wish in your city grid. It takes 1 month to construct a
building, no matter what size the building isits benets
apply immediately.
Population: A citys population is equal to the number
of completed blocks within its districts 250. A city
grid that has all 36 blocks lled with buildings has a
population of 9,000.
Defensive Modier: A citys Defensive Modier can
be increased by building certain structures (such as city
walls) and has an impact on mass combat (see Pathnder
Adventure Path volume #35). Keep track of your citys
Defensive Modier, but until the city is attacked by an
invading army (something scheduled to occur later in the
Kingmaker Adventure Path), this value is not used.
Base Value: The base value associated with a city
built in this manner is tied not to its size but rather to
the number of Economy-based buildings it has. Each
such building, whether its a shop, tavern, or brothel,
increases a citys base value. Any magic item equal to
or lower than this base value in cost is available for
purchase 75% of the timethis check may be made
again every month (as new stock comes and goes). Any
nonmagical item from the equipment chapter in the
Pathnder RPG Core Rulebook is always available if its cost
is lower than the citys base value. Cities with multiple
districts add the individual base values of each district
together to determine the entire citys base value, with
an upper limit of 16,000 gp per city.
At the GMs whim, using construction magic (such as
a lyre of building or spells like fabricate or wall of stone)
can reduce the cost of a buildings BP by 2 (minimum
of 0 BP). This is a one-time reduction, regardless of the
amount of magic used.
Magic Item Availability: A certain number of more
powerful and valuable magic items are available for
BUILDING TYPES
Adding buildings to a city is one of the most ecient ways
to enhance your kingdoms statistics, as each block of
buildings added to a city in your kingdom grants a specic
bonus. Page 62 presents icons for 31 one-block buildings,
eight two-block buildings, and four four-block buildings.
Descriptions of each of these buildings, as well as the
bonuses it provides once its added to a city, are listed below.
The buildings BP cost and any prerequisite buildings that
must be built rst are listed in parentheses after its name.
The buildings benet to the city and kingdom once it is
constructed is listed last in italics. If a building aects
Unrest, it does so only once, when it is rst constructed.
A fair amount of additional residential structures are
common amid most one- and two-block structures.
Academy (52 BP): An institution of higher learning
that can focus on any area of knowledge or education,
including magic. Halves cost of Casters Tower, Library,
and Magic Shop in same city; 3 minor items, 2 medium items;
Economy +2, Loyalty +2.
Alchemist (18 BP; must be adjacent to 1 house): The
laboratory and home of a creator of potions, poisons, and
alchemical items. City base value +1,000 gp; 1 minor item;
Economy +1.
Arena (40 BP): A large public structure for competitions,
demonstrations, team sports, or bloodsports. Halves cost of
Garrison or Theater in same city; halves Consumption increase
penalty for festival edicts; Stability +4; limit one per city.
Barracks (12 BP): A building to house city guards,
militia, and military forces. Defense Modier +2; Unrest 1.
Black Market (50 BP; must be adjacent to 2 houses):
A number of shops with secret and usually illegal or
dangerous wares. City base value +2,000; 2 minor items, 1
medium item, 1 major item; Economy +2, Stability +1; Unrest +1.
&7O
:E:6DO
2?5O
":?8D
0REPARING A #ITY $ISTRICT 3ITE
Terrain
Cost to Prepare
Time to Prepare
Forest
4 BP
2 months
Grassland
1 BP
Immediate*
2 BP
1 month
Hills
Mountains
12 BP
4 months
Swamp
8 BP
3 months
*Construction of buildings can be started the same month
for grassland cities.
+).'$/- 33(%%4
Alignment
Edicts
Alignment
BP Consumption
Economy
Loyalty
unrest
consumption
BP Consumption
BP
Size
Resources
Taxation Level
Leadership
Promotion Level
Events
Stability
Cities
Edicts
treasury
ongoing events
Population
Farms
Other
BP
Leadership Role
Edicts
Unrest
leadership
Vacancies
Bonus
Other
Attribute
Buildings
edicts
+
Control DC
Size
% Bonuses % % Penalties %
Total
economy
loyalty
stability
Campaign
Kingdom Name
Ruler
Ruler
Councilor
Loyalty
General
Stability
Grand Diplomat
Stability
High Priest
Stability
Magister
Economy
Marshal
Economy
Royal Assassin
Loyalty, -1 Unrest/upkeep
Spymaster
Treasurer
Economy
Warden
Loyalty
,*+*J;CTIJO<FCMBCHA&FF=(J?LGCMMCIHAL;HN?>NIJBINI=IJS@ILJ?LMIH;FOM?IHFS(
')+O
O
&O
hunters. City base value +2,000 gp; halves cost of Black Market, Inn,
and Shop in same city; 2 minor items; Economy +2, Stability +2.
Mill (6 BP; must be next to a water border): A building
used to cut lumber or grind grain. Economy +1, Stability +1.
Monument (6 BP): A monument can be a statue of a city
founder, a bell tower, a large tomb, or a public display of
art. Loyalty +3; Unrest 1.
Noble Villa (24 BP): A sprawling manor with luxurious
grounds that houses a noble. Halves cost of Exotic Craftsman,
Luxury Store, and Mansion in same city; Economy +1, Loyalty +1,
Stability +1.
Park (4 BP): A plot of land set aside for its natural beauty.
Loyalty +1; Unrest 1.
Piers (16 BP; must be adjacent to a water border):
Warehouses and workshops for docking ships and
handling cargo and passengers. City base value +1,000 gp; +1
Economy, +1 Stability.
Shop (8 BP; must be adjacent to 1 house): A general store.
City base value +500 gp; Economy +1.
Shrine (8 BP): A small shrine or similar holy site. 1 minor
item; Loyalty +1; Unrest 1.
Smith (6 BP): An armor smith, blacksmith, or weapon
smith. Economy +1, Stability +1.
Stable (10 BP; must be adjacent to 1 house): A structure
for housing or selling horses and other mounts. City base
value +500 gp; Economy +1, Loyalty +1.
Tannery (6 BP; cannot be adjacent to a house): A structure
that prepares hides and leather. Economy +1, Stability +1.
Tavern (12 BP; must be adjacent to 1 house): An eatery or
drinking establishment. City base value +500 gp; Economy +1,
Loyalty +1.
Temple (32 BP): A large place of worship dedicated to a
deity. Halves cost of Graveyard, Monument, and Shrine in same
city; 2 minor items; Loyalty +2, Stability +2; Unrest 2.
Tenement (1 BP): A staggering number of low-rent,
cheap housing units. Tenements count as houses for
the purpose of fullling building requirements, but
building too many tenements can increase
a kingdoms Unrest quickly. You can
build a house over an existing tenement
for 2 BP. Unrest +2.
Theater (24 BP): A venue for providing
entertainment such as plays, operas,
concerts, and the like. Halves cost of Brothel, Park, and
Tavern in same city; Economy +2, Stability +2.
Town Hall (22 BP): A public venue for town meetings
and repository for town records. Halves cost of Barracks,
Dump, and Watchtower in same city; Economy +1, Loyalty +1,
Stability +1.
Tradesman (10 BP; must be adjacent to 1 house): A
shopfront for a tradesman, such as a baker, butcher, candle
maker, cooper, or rope maker. City base value +500 gp; +1
Economy, +1 Stability.
&7O
:E:6DO
2?5O
":?8D
UPKEEP PHASE
GAINING EXPERIENCE
As their kingdom grows, the PCs gain experience points.
Use the following guidelines to determine when and how
much XP should be awarded. These XP awards should only
be awarded the rst time each event occurs.
Founding a kingdom: 2,400 XP
Establishing a capital city: 1,200 XP
Reaching a kingdom size of 5: 1,600 XP
Reaching a kingdom size of 10: 2,400 XP
Reaching a kingdom size of 25: 3,200 XP
Reaching a kingdom size of 50: 4,800 XP
Reaching a kingdom size of 75: 6,400 XP
Reaching a kingdom size of 100: 12,800 XP
Reaching a kingdom size of 150: 25,600 XP
Reaching a kingdom size of 200: 76,800 XP
Filling a square with four blocks of buildings: 1,600 XP
Filling three city squares with buildings: 4,800 XP
Filling an entire city grid with buildings: 12,800 XP
RULING A KINGDOM
IMPROVEMENT PHASE
')+O
O
&O
Alchemist
Barracks
Black
Market
Brewery
Brothel
Casters
Tower
Dump
Exotic
Craftsman
Granary
Graveyard
Herbalist
House
Inn
Jail
Library
Luxury Store
Magic Shop
Mansion
Mill
Monument
Park
Academy
Garrison
Pier
Shop
Shrine
Guildhall
Smith
Market
Stable
Tannery
Noble Villa
Temple
Tavern
Tradesman
Theater
Town Hall
Tenement
Watchtower
Arena
Castle
Cathedral
,*+*J;CTIJO<FCMBCHA&FF=(J?LGCMMCIHAL;HN?>NIJBINI=IJS@ILJ?LMIH;FOM?IHFS(
Waterfront
&7O
:E:6DO
2?5O
":?8D
Land Water
Land Water
Land Water
Land Water
City Name
Base Value
Defense
Population
ITEMS
MINOR
MINOR
MEDIUM
MAJOR
,*+*J;CTIJO<FCMBCHA&FF=(J?LGCMMCIHAL;HN?>NIJBINI=IJS@ILJ?LMIH;FOM?IHFS(
')+O
O
&O
INCOME PHASE
During a kingdoms Income phase, take the following
actions.
Step 1Deposits: You can add funds to a kingdoms
treasury by donating coins, gems, jewelry, weapons,
armor, magic items, and other valuables you nd while
adventuring. For every full 4,000 gp in value of the deposit,
increase your kingdoms BP by 1. Items that individually
cost more than 4,000 gp must be sold as detailed under
Step 3 below.
Step 2Withdrawals: You can also withdraw funds
from the kingdoms treasury, but doing so runs the risk
of annoying the citizens. Each time you withdraw funds,
the kingdoms Unrest increases by 1. In addition, you must
make a Loyalty check (DC = Command DC + number of
BP being withdrawn); a failure causes your kingdom to
gain Unrest equal to the total BP withdrawn. Each BP
withdrawn in this manner converts into 2,000 gp.
Step 3Sell Valuable Items: You can attempt to sell items
that cost more than 4,000 gp through your citys markets
to bolster your kingdoms Treasury; these can be items you
recover during an adventure or they can be magic items
currently held by any of your cities. To sell these items,
make an Economy check (DC 20 for minor items, DC 35 for
moderate items, and DC 50 for major items). A failed check
indicates the item doesnt sell. Success indicates that the
item sells and you can increase your kingdoms treasury
by 2 BP (for minor items), 8 BP (for moderate items), or 15
BP (for major items). You can make one Economy check per
city district during each Income phase.
EVENT PHASE
During a kingdoms Event phase, roll once on the Kingdom
Events table to determine if an event occurs. Adventurespecic kingdom events occur during this phase. Once
youve determined what kind of event occurs (if any),
simply follow the rules for each event to determine how
the event impacts the PCs kingdom or cities.
Chance of an Event: Theres a 25% chance that a random
event occurs during an Event phase. This chance increases
to 75% if no event occurred in the previous Event phase.
KINGDOM EVENTS
Listed below are numerous events that can occur during
an Event phase. Some events are listed as continuous
eventstheir eects continue through every Event phase
until the events are resolved by making the appropriate
check during an Event phase.
Harmful events can be lessened or negated with
a successful Economy, Loyalty, or Stability check, as
indicated by the event. The DC of these checks is equal to
the kingdom Command DC (20 + kingdom size).
Assassination Attempt: One of your leaders (determined
randomly) is the target of an assassination attempt. If
the target is a PC, you should play out the attempt, using
an assassin of a CR equal to the targeted PCs level + 1.
If the target is an NPC, you can simply make a Stability
check to negate the attempt. If the leader is assassinated,
the nation gains 1d6 Unrest points and immediately
suers the penalties for not having a leader in that role
until the role is lled during a subsequent Improvement
phase.
Bandit Activity (continuous): Bandits are preying upon
those who travel through your kingdom. Make a Stability
check. If you succeed, your kingdoms defenses stop the
banditry before it causes problems. If you fail, the bandits
reduce your kingdoms Treasury total by 1d6 BP (each time
you roll a 6, reroll that die and add the result to the total).
Disaster: A re, storm, earthquake, ood, sabotage, or
other disaster strikes! Roll 1d6on a result of 15, the
disaster is localized and aects only 1d4 city blocks in
one city. On a 6, the disaster is widespread and aects
1d6 city blocks in each of your kingdoms cities. Make a
Stability check for each aected city blockevery failure
results in that city blocks destruction (this Stability check
represents your kingdoms ability to prepare for or react to
the disaster as much as it represents the structures ability
to withstand damage).
&7O
:E:6DO
2?5O
":?8D
)MPROVEMENTS PER -ONTH
Kingdom Size
110
1125
2650
51100
101200
201+
New Cities
New Buildings
Hex Claims
Roads
Farmlands
1
1
1
2
3
4
1
2
5
10
20
No limit
1
2
3
4
8
12
1
2
3
4
6
8
1
1
2
2
3
4
+INGDOM %VENTS
d%
Event
13
412
1319
2024
2529
3032
3339
4044
4549
5054
5561
6264
6567
6877
7885
8692
93100
Assassination Attempt
Bandit Activity
Disaster
Economic Boom
Feud
Food Shortage
Food Surplus
Good Weather
Monster Attack
Natural Blessing
Outstanding Success
Plague
Political Calm
Public Scandal
Sensational Crime
New Vassals
Visiting Celebrity